Perhaps this is one of the features we should have AD take a look at.
 Though I think clusters is the foundation that allows shapes in Soft to be
so powerful.  Are we still decapitating heads in 2014?

-Lu


On Fri, Mar 7, 2014 at 11:14 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> Bear in mind when dealing with shape work in Maya, and this is in general,
> that anything outside of Soft is primitive, half arsed, and generally
> painful.
> In those regards (shapes) Soft was and will probably always remain
> unbeaten. Prepare yourself for vast amounts of pain on every front. The
> difference between -anything- and Soft is a gaping chasm.
>
> I know of some very large, very prominent shops that are known to NOT use
> Soft that picked it up solely for that at times.
>
>
> On Sat, Mar 8, 2014 at 6:11 AM, Emilio Hernandez <emi...@e-roja.com>wrote:
>
>> Another one.
>>
>> That I don't need to specify the blendshape node if there is only one
>> blend shape node in that object, while I have other objects with blendshape
>> nodes, each time I add a new blend shape to an object, if I have other
>> objects with blendshapes nodes.  I need to specify to which blendshape node
>> I want to add, even if the object that I want to add the shape only has one
>> blendshape node.
>>
>> -------------------------------------------------------
>> Emilio Hernández   VFX & 3D animation.
>>
>>
>> 2014-03-07 13:07 GMT-06:00 Chris Covelli <ch...@polygonpusherinc.com>:
>>
>> I would be very happy to see Maya make their hypershade more like the XSI
>>> rendertree.  The hypershade  feels like its "trying" to be node based, but
>>> not quite getting it.  In XSI ou can see the ports and know instantly how
>>> everything is connected, whereas the hypershade just has boxes with lines
>>> between them.  Not very helpful if you ask me.
>>>
>>> Chris Covelli
>>> http://www.polygonpusherinc.com/
>>> http://exocortex.com/products/species
>>> TurboSquid 
>>> Models<http://www.turbosquid.com/Search/Artists/Polygon-Pusher?referral=Polygon-Pusher>
>>>
>>>
>>> On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau 
>>> <luceri...@gmail.com>wrote:
>>>
>>>> no UI way to open two outliners, however there is a splitter bar at
>>>> the bottom of the outliner that you can drag to get two outliner
>>>> panes.
>>>>
>>>> On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang <soni...@gmail.com>
>>>> wrote:
>>>> > Indeed there is:
>>>> >
>>>> > As MEL:
>>>> >
>>>> > tearOffPanel "Outliner2" "outlinerPanel" false;
>>>> >
>>>> > This is because UI windows in Maya afaik are given specific names and
>>>> you
>>>> > cannot have two open 'viewports' which share the same name, so just
>>>> create a
>>>> > new one! And tear that off instead. And I agree, this should be part
>>>> of the
>>>> > default GUI, though right now I just save this to my shelf as a
>>>> script and
>>>> > increment the counter when I need a new one. :)
>>>> >
>>>> > Yours sincerely,
>>>>
>>>
>>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>

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